This is just a quick update on what's actually left. If someone wants to try to build Camlorn_audio, please feel free to do so. The build instructions should be up to date.

First, getting rid of my fork of OpenAL Soft. By default, OpenAL Soft looks for an ini that can override a bunch of stuff, and there are a number of limits that need to be higher in order for it to actually work out well.
By default, you only get 255 sources, only 4 auxiliary sends (which basically means effects), and HRTF is not configured. I have a fork that disables the ini loading and provides a method to set these things, but moving forward and tracking the actual OpenAL Soft is annoying at best.

Second, the rest of the EFX effects need binding. This needs a lot of manual typing, but shouldn't be too difficult.

Third, sound cloning. This is partially done. The idea is that you make a sound with the parameters you want and call clone on it to get another, identical one.

Fourth, one-off fire-and-forget playing. This will probably be a class that looks identical to a Sound3D, but with disabled (or no-op) stop and pause methods. The inheritance hierarchy and the fact that this is C++ make it hard to actually remove it on only one class. Alternatively, it may be possible to make this a special method on Sound3D, especially when the sound cloning functionality works.

Finally, docs. This is going to be the hardest part. A lot of difficult things need explaining. The API is fine, but the 50 parameters on EAX Reverb all need something at least, and I choose to not count "Go check the OpenAL Spec".

When will it be out? Hopefully soon. It got delayed in favor of some other projects, and I don't promise that it won't again. It is coming, and is currently usable with some dark corners. There will be binaries when I am ready for wider distribution and support.